2:40am - For record keeping, I just spend the last 2h40m working on copying the logic from RogueSharp into my Godot Roguelike Toolkit. It's going pretty well, I'd say, though some of the code is pretty mind twisting and I'm learning things about C# that I wouldn't have expected, and learning lots of shortcomings of GDScript too. No ++, no --, no do while...
At least I've come up with workarounds for them. ^.^
I've gotten to the selection shape functions in the Map class. They're pretty interesting, using all sorts of algorithms to determine which cells belong in the shape. The original implementation uses a Hashtable, a C# collection class that doesn't allow doubles of content; it just ignores it if it adds it a second time. I can't do that in Godot, or I don't know how if it's possible. Instead I have to use the Array class and its' .has() function to check if a cell is in there already, so that's probably adding some compute time. But it's turn based so hopefully this won't be a big deal.
For now I'm going to take a break and binge some more Digimon Adventure Tri. I can see why some people don't like it, though. It takes beloved childrens cartoon characters and puts them into heavy dramatic adult situations. I like that though.
7:58am - Well geez when I said I'd binge some more Digimon Adventure Tri I didn't expect to spend five hours doing it. Good show. Now I guess I need to track down the last movie. Well not 'now' now. But soon.
It's eight am now and I'm not sure what to do. I have a doctor's appointment in eight hours and I'm not even tired. I don't think I could sleep if I tried, which is weird since I woke up early today.
I guess since I've already got everything open I'll get back to work on the Godot Roguelike Toolkit.
8:47am - Well that didn't take long, now I'm tired! I've got about a third left of the Map class to translate. I'll leave the project open for later. For now, bed.
At least I've come up with workarounds for them. ^.^
I've gotten to the selection shape functions in the Map class. They're pretty interesting, using all sorts of algorithms to determine which cells belong in the shape. The original implementation uses a Hashtable, a C# collection class that doesn't allow doubles of content; it just ignores it if it adds it a second time. I can't do that in Godot, or I don't know how if it's possible. Instead I have to use the Array class and its' .has() function to check if a cell is in there already, so that's probably adding some compute time. But it's turn based so hopefully this won't be a big deal.
For now I'm going to take a break and binge some more Digimon Adventure Tri. I can see why some people don't like it, though. It takes beloved childrens cartoon characters and puts them into heavy dramatic adult situations. I like that though.
7:58am - Well geez when I said I'd binge some more Digimon Adventure Tri I didn't expect to spend five hours doing it. Good show. Now I guess I need to track down the last movie. Well not 'now' now. But soon.
It's eight am now and I'm not sure what to do. I have a doctor's appointment in eight hours and I'm not even tired. I don't think I could sleep if I tried, which is weird since I woke up early today.
I guess since I've already got everything open I'll get back to work on the Godot Roguelike Toolkit.
8:47am - Well that didn't take long, now I'm tired! I've got about a third left of the Map class to translate. I'll leave the project open for later. For now, bed.